Description

Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Saturday, September 28, 2019

V0.63 - Ruins Part 1

Patreon LINK.


Ruins Part 1 is here! Finished implementing some of the new units but had no time to work on the Map itself. So instead, used the "old" dungeons system to give players an opportunity against those new units.

In the picture is the new "Knight's Set." The Plate Armor were done by a modder in the past and it is awesome! But I feel some people may want a heavy armor option that is more thematic with the game's existing sets. Have fun :)

Changelog:

- added new weapon type: dual daggers
- added new set: "rogue_set"
- added new set: "knights_set"
- added new area "Ruins" that is available after "Woods"
-   note: still in development, not finished, the 2nd floor is likely overtuned in terms of difficulty
-   note: m_goto "ruins_dev" allows you to directly teleport to Ruins
-   tip: charged attacks dont bounce
- the new items can be dropped by enemies found in the Ruins area

- added camera shift functionality back to the game - default keys are Up/Down/Left/Right arrow keys. Rebindable in Options-Controls
-   in addition, the camera shift maximum range is increased by ~50%
- fixed a somewhat rare stackoverflow bug
- fixed issues with projectiles failing to hit targets near obstacles (walls, floors, etc)
- reduced damage, cleave, flinch time and increased stamina cost of 2handers
- added a bunch new experimental AI behaviours in some of the new units
- AI can now use charged attacks - charged attacks don't bounce and is more effective at bypassing armor
- other tweaks to combat AI
- fixed "export_unitdata" exporting incorrect equipment data when certain cheats are used
- fixed issue with the restrain_chain_feet model that cause it to have a erroneous ring around the neck area
- fixed game crush when cumming on moves with .animDuration < 0.55
- fixed a bug that cause you to be able to meet already recruited units due to a faulty check implementation
- game will now ignore moves marked with "disabled" under "moveData" in anticipation of tools that allow you to toggle move on/off
- fixed bug with "Loot All" button not working before inventory is opened

Thursday, September 26, 2019

Sneak Peak 2




Here is a preview of the boss on the first floor of Ruins. I saw quite a few "monster" designs by modders and I thought, hey, that's pretty cool. Let's add one to the base game too. And voila. I also added a few tricks to it so its not completely helpless versus ranged attacks: ;) 


Here is a gif of it in action:


Saturday, September 21, 2019

Saturday, September 7, 2019

V0.622 bugfixes

Patreon LINK.

Build is here! This is a bugfixing patch to address some issues with v0.62. It turns out to be more stable than I expected, which is nice. I took the time to implement some features requested by various modders. Hope to see them get put to good use!

Another thing is that if you are on a PC with both integrated graphics card and a dedicated card, the game doesn't run with the high performance graphics card for some people. If you are experiencing this issue, right click on the .exe and select "run with graphics processor" -> "High-performance Processor."

Next up, the Ruins area.

Changelog:
- removed redundant .completionRewards that cause warning messages
- fixed bug that allows you to met duplicates
- reassigned the UID for "Emeria" from "EMER" to "UNITDATA_EMER" for consistency, this does mean you can get 2 "Emeria"s temporarily until the save-incompatiable patch
- fixed bug with last floor of dungeon displaying "To Next Floor" instead of "Exit Dungeon"
- "m_create" and "m_load" will now bypass build restrictions until next zone change
- player breaking out of grab now has a chance to automatically breaks the restraints too to prevent unescapeable grabs
- minimum grab escape time reduced from 5 secs to 3 secs
- non unique allies no longer loses 100% of their hp when cumming
- units now no longer drop items from their inventory. Note: they still drop from their equipment, those two are not the same
-   Looking into some way of defining a droptable at map level, but that isn't implemented for this patch
- added two new teams: "ARENA_A" and "ARENA_B" that are only hostile to each other in anticipation of implementing a arena when the player can speculate
- added new map trigger type: "kill_arena_units"
-   can be used in dialogue setting with <EFFECTS>, for example {<EFFECTS>:[{"type": "kill_arena_units"}]}
- devices now no longer raises heat when its "category" is "hold" (for example, when placed onto a device without another user interacting with you)
- units can now define a "charFlags" under "character" to store some mod data about the unit. For example: "character": {"name":... , "charFlags":["IS_MOD_CHAR", "IS_BOSS"], ...}
- added a "reqFlags" for "attacker"/"victim" under move_data that makes the move only availiable if the attacker/victim satisfy all the flags. For example: "h_move...": {"attacker": {reqFlags: ["IS_MOD_CHAR", "IS_BOSS"]}...}